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Ghosthande
Prodigal Sock

Ghosthande
United States  
Manager


 visit Ghosthande's website: Breeders Beware
  5/4/2013

Or you could make them disfigured and bloody enough so that the sprites would suit most breeds. *coughnotchildfriendlycough* I think that was one of the suggestions for the Zombie Norn agent.


 
Papriko
Peppery One

Papriko
Germany  


  5/4/2013

Yep, it was.
Once I had to do with that issue for the corpse vendor, but selecting random sprites is something entirely different than selecting a whole collection of clearly defined ones.


Lets play plants! Photosynthesis... Photosynthesis... Photosynthesis...
 
Bifrost

Bifrost
Norway  


  5/4/2013

Can't you just use the already-made corpse of a dead creature and make it edible? It'll have to be eaten fast, or it'll disappear (maybe the timer could slow down so the body remains longer).

Or is it a way to have the game screenshot the creature and make a new agent of it?


 
Feddlefew

Feddlefew
United States  


  5/4/2013

If corpses are edible, a small amount of any toxins present should be passed from creature to creature.
 
Ghosthande
Prodigal Sock

Ghosthande
United States  
Manager


 visit Ghosthande's website: Breeders Beware
  5/4/2013

@Bifrost:
I don't believe so... you can take a photograph, but then that would include the background. For simple agents you can just use something like GALL to see which sprite file it uses, but Norns have different body parts which makes things a bit more complex.

Making the corpse itself edible is certainly possible, but as far as I know, Creatures can't differentiate between a dead companion and a live one...



 
Bifrost

Bifrost
Norway  


  5/4/2013

How about sending the corpse to an all black room for a photoshoot?
 
Papriko
Peppery One

Papriko
Germany  


  5/5/2013

Then you had a corpse with a black box around it.

Another idea: install some kinda dummy-breed with invisible sprites or an invisible clothes set. Each time the corpse gets eaten, a random body part is replaced with the invisible sprites, so it looks like it'd gradually vanish.
After it has been eaten... uh, what? 5 times? Head, torso, arms, legs, tail...
After it has been eaten 5 times, it is completely deleted instead of turning invisible.

And for the problem that norns can not distinguish between dead or alive companions: just CATO the corpse to something else, such as critter, food or detritus.
That works on creatures too. Once I integrated a grendel into a group of norns that way. Change the CATO and the smell and tadaaa, Norn.


Lets play plants! Photosynthesis... Photosynthesis... Photosynthesis...
 
Bifrost

Bifrost
Norway  


  5/5/2013

Critter or detritus sounds most logical. Is it possible to make a script that automatically turns a dead creature into a critter? Would it be able to keep the same sprites?
 
Papriko
Peppery One

Papriko
Germany  


  5/5/2013

Sure, using CATO you can change basically anything into anything else. Take a carrot and CATO it, now it's a gadget! Take a lemon and CATO it, now it is a geat! Take a rubber ball and CATO it, now it is the hand!

You just needed an agent which checks like, I dunno, once in a few seconds all creatures and CATOs them if they are dead and changes their ATTR to make them pickup-able and edible.
Afterwards you add a simple eat-script for creatures, et voila, done.

EDIT: Quick additional comment. I Think CATO also is the key of the training dummy which can be found in the DS workshop. Actually it is... not sure, I think a gadget or toy. It just CATOs itself to appear like a creature. This shows how effective this simple renaming is.


Lets play plants! Photosynthesis... Photosynthesis... Photosynthesis...
 
Feddlefew

Feddlefew
United States  


  5/6/2013  1

Egg scanner: A device which eggs can be placed in/against that spits out the following information: Parents names / genome(s) engineered from, sex (if determined) and moniker.
 
Papriko
Peppery One

Papriko
Germany  


  5/6/2013

"genome(s) engineered from"? You mean like which breed or who made them? Doubt that it can be done.

Lets play plants! Photosynthesis... Photosynthesis... Photosynthesis...
 
Feddlefew

Feddlefew
United States  


  5/6/2013

The information can be displayed on the creature history (at least the advanced one), so it's probably stored in the creature's data somehow.
 
Malkin

Malkin
Australia  
Manager


 visit Malkin's website: Malkin's page at CWiki
  5/6/2013  2

Mobile aquatic teleporters/doors that work with Grendel Man's new swimming agent.

My TCR Norns
 
Leporidae

Leporidae
United States  


  5/17/2013

I saw this while I was reading through the documentation for the Genetics Kit, on creature moniker file names:

"The four sets of five characters [after the gen number and 'friendly name'] are the moniker itself. This is a combination of several seeds, creating a unique string just for that Norn."

If I'm interpreting this correctly, it sounds like it'd be possible to generate a creature using seeds (much like how you can generate worlds using seeds in Minecraft, or Dwarf Fortress)! Granted, a lot of creatures generated this way likely wouldn't be viable if you just picked a set of seeds at random, but this opens up more opportunities . . .

Many people will share seeds as opposed to uploading files so other people can see and play with the resulting generated worlds, or what have you. I'm thinking that if we had a way to type in a set of four seeds into an agent (or executable) that will create an egg from that seed, we could have a brand new way of sharing creatures, unlike anything we've seen in this community before!

 
Papriko
Peppery One

Papriko
Germany  


  5/17/2013

It only refers to the moniker, which is the unique identifier or the name, not to the genome/creature itself.
It is like the number of a credit card. That's also randomly generated.
What actually happens inside the according bank account is an entirely different story, though.

All genomes are either gengineered or offspring of gengineered genomes (remember: CL also gengineered to create the official breeds). With your interpretation it would mean that the game backwards calculates the seed from the genome.
To come back to your comparison: it is as if you played minecraft, built some chunks block per block by hand and then demanded the game to find a seed which creates exactly those chunks.


Lets play plants! Photosynthesis... Photosynthesis... Photosynthesis...
 
Feddlefew

Feddlefew
United States  


  5/18/2013

Things the garden box needs:
-More seed type items.
-"Seedvault" patch plants- Basically, if the population of a certain plant drops below a use defined threshold, more are seeded.

 
Malkin

Malkin
Australia  
Manager


 visit Malkin's website: Malkin's page at CWiki
  5/18/2013

What kind of seed-type items would you be interested in?

My TCR Norns
 
Feddlefew

Feddlefew
United States  


  5/18/2013

A few different sizes (small, medium, and large) of pine cones and some kind of acorn would be nice. Right now the lack of variety and very small patch seeds make setting up large rooms like biodome monotonous. Having the large pine cones be multibite would be nice.

Alternate reason: It looks weird having explodeanuts growing on pine trees. X^]

 
kezune
Air Guitarist

kezune
United States  

 visit kezune's website: Designer Genes
  5/21/2013

An agent that removes your ability to pick up creatures on injection.

It'd be fun to try playing C3/DS without the ability to do just that. For that matter, I think it would be fun to try playing a Docked world and have to collect all of the power ups like in C3.


Designer Genes || Updates Monday through Saturday
Personal Philosophy || "It never hurt anybody to have
thick skin, a strong back and a level head."

 
Papriko
Peppery One

Papriko
Germany  


  5/21/2013

Oh, I think that was just a tiny little variable that had to be switched.
To enable:
setv "engine_creature_pickup_status" 1 rgam


To turn it off again:
setv "engine_creature_pickup_status" 3 rgam


(should work for both, C3 and DS)


Lets play plants! Photosynthesis... Photosynthesis... Photosynthesis...
 
kezune
Air Guitarist

kezune
United States  

 visit kezune's website: Designer Genes
  5/21/2013

Oh! Thank you. : D

Designer Genes || Updates Monday through Saturday
Personal Philosophy || "It never hurt anybody to have
thick skin, a strong back and a level head."

 
KC11

KC11
United States  

 visit KC11's website: DragonClawWritings (Tumblr)
  5/22/2013

Unless it already exists, basically a series of vendors or a single agent meant to populate an empty world with an ecology, including edible plants and critters. Should contain different options for different types and styles of worlds/rooms, and a way to make the soil fertile.

I know there are separate agents that, together, can accomplish this purpose, but it would be nice to have it all together as one thing.


Do not upset the ugly worm, lest it be a dragon in disguise. (>oo)>

 
Ghosthande
Prodigal Sock

Ghosthande
United States  
Manager


 visit Ghosthande's website: Breeders Beware
  5/22/2013

*coughgardenboxcough* [ntongue]


 
Feddlefew

Feddlefew
United States  


  5/22/2013

(And MW Room Edits.)
 
KC11

KC11
United States  

 visit KC11's website: DragonClawWritings (Tumblr)
  5/22/2013

Once again, I've been away too long.

Do not upset the ugly worm, lest it be a dragon in disguise. (>oo)>

 
Feddlefew

Feddlefew
United States  


  5/26/2013  2

Something I've been thinking about for awhile.

Nursery meta room (with a twist):

I had an idea for a nursery room for wolfling runs that would have a couple of important functions, like egg management and forcing all creatures that are born to pass an IQ test without mixing the sexes. Better yet, it would do all this automatically with a bit of setup.

Basically everything a hand needs for raising baby creatures to childhood on the bottom floor, maybe with some customization such as what kinds of agents are found there*. Things it would need are steady sources of all three food groups, toys, and a vocabulary teaching agent. In the metaroom is also a programmable egg collector/dispenser, which can be set to gather all the eggs in the world and dispense them when certain conditions are met, such as if the population of fertile or not-old creatures of a given sex and species has dropped below a certain number. Also being able to tell it to give priority to either older or newer eggs (or higher or lower generation) would be nice.

The upper floors would be as follows: Two symmetrical C- shaped runs for a basic IQ test (on for females, one for males) that each cover two floors and end in a pair of "doors" that are actually programmable teleporters**. Once creatures in the lower room hit childhood (or if an older creature somehow ended up in the nursery!) they'd be zapped to their corresponding IQ test.

In between the two IQ tests would be a room with a control panel, which besides controlling the egg manager also would allow the creation and programming of endpoints for the teledoors. That way creatures that complete the IQ test could all be dropped off at the same point (the default could be dumping them into the incubator heat pan or the norn terrarium if no endpoints are present), or if there were multiple endpoints it could be done randomly or round-robin.

*some potted dummy plants and weeds for teaching purposes, for instance.

**Creatures could probably be made to push them by setting up a CA link to the nursery level, even though the teledoors don't actually lead there

 
NoxTheNorn

NoxTheNorn



  5/28/2013

Earlier today, I had an odd idea...what if you had a Norn species (or a Grendel species, perhaps, since they're more reptilian already) in which the gender of the baby was determined by the temperature of the egg, as is the case with alligators? If the egg is hatched in the incubator or another warm place, it develops into a male...if it hatches in a cooler area, it becomes a female.

The programming might be tricky, and I think you might want to have the eggs of this species look distinctive from the rest so that a user can tell them apart from others and have some control over gender selection...but it would be interesting!

 
Feddlefew

Feddlefew
United States  


  6/3/2013  3

Snap Out of It!- Looks for norns suffer from EE syndrom and zaps them. Could work by checking norn brain patterns, and if a norn seems to be stuck after three or more checks injects them with enough pain to get them moving again.
 
ylukyun
Axe Maniac Diva

ylukyun

Moderator


 visit ylukyun's website: Engineering
  6/3/2013

Does pain fix EE?
 
TheSecond

TheSecond
United States  

 visit TheSecond's website: Dr. Ni's Laboratory of Wonder
  6/3/2013

A slap from the hand or another creature usually does the trick.

My favorite norn is still Belldandy.
 
Feddlefew

Feddlefew
United States  


  6/3/2013

I think it does, since pain causes all the other drives to convert into backups, so the norn does something about being in pain. It basically forces their brains to reset.
 
Papriko
Peppery One

Papriko
Germany  


  6/3/2013  2

Too bad you are a hand and not a foot, otherwise you could reboot norns *ba-dum TSS*

Lets play plants! Photosynthesis... Photosynthesis... Photosynthesis...
 
Bifrost

Bifrost
Norway  


  6/4/2013

C3 and DS norn breeds remade to appear as C1 (or C2 or a mix thereof) breeds. But for C3/DS.
 
Ghosthande
Prodigal Sock

Ghosthande
United States  
Manager


 visit Ghosthande's website: Breeders Beware
  6/5/2013

^ I really like that idea. C3DS-to-C1 breeds would be awesome... maybe as replacement sprites so they don't gobble up too many open slots, but still.


 
Bifrost

Bifrost
Norway  


  6/5/2013

That's what I thought too. They could be released to go with Albian ReGenesis. ^^

With that, I'd also go for adding separate hair and ears, as that's available within the engine, and would open up for even more individual creatures. (By the way; could one go with separate eyes rather than separate ears? Do the ears in Village/Playground have the opportunity to change with blinking?)

 

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